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* prototype for ice seperation * feat: migrate ice data to new data model and update version to 1.110.0 * refactor: update ice data handling and rendering for improved performance * feat: integrate ice generation and recalculation in heightmap editing * fix ice selection(hopefully) * fix ice selection better(pls) * refactor: remove redundant element selection in ice editing functions * fix: clear ice data before generating glaciers and icebergs * sparse array implementation with reduced updates * fix logic chech in modules/dynamic/auto-update.js Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * fix: migrate ice data to new data model structure * refactor: streamline ice generation process and clean up rendering functions * refactor: simplify ice rendering logic by removing redundant clearing of old SVG * fix: update editIce function to accept element parameter and improve logic for glacier handling * ice drawing with only type on less occuring glaciers * feat: add compactPackData function to filter out undefined glaciers and icebergs * fix: clear existing ice elements before redrawing in editHeightmap function * fix compact problems on autosave * refactor: unify ice data structure and streamline ice element handling * refactor: improve getNextId function to fill gaps in ice element IDs(optional commit) * just to be sure * bump version in html * fix index.html script import * feat: add ice module script to index.html * fix migration check --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
170 lines
4.6 KiB
JavaScript
170 lines
4.6 KiB
JavaScript
"use strict";
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// Ice layer data model - separates ice data from SVG rendering
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window.Ice = (function () {
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// Find next available id for new ice element idealy filling gaps
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function getNextId() {
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if (pack.ice.length === 0) return 0;
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// find gaps in existing ids
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const existingIds = pack.ice.map(e => e.i).sort((a, b) => a - b);
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for (let id = 0; id < existingIds[existingIds.length - 1]; id++) {
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if (!existingIds.includes(id)) return id;
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}
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return existingIds[existingIds.length - 1] + 1;
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}
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// Generate glaciers and icebergs based on temperature and height
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function generate() {
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clear();
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const { cells, features } = grid;
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const { temp, h } = cells;
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Math.random = aleaPRNG(seed);
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const ICEBERG_MAX_TEMP = 0;
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const GLACIER_MAX_TEMP = -8;
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const minMaxTemp = d3.min(temp);
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// Generate glaciers on cold land
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{
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const type = "iceShield";
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const getType = cellId =>
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h[cellId] >= 20 && temp[cellId] <= GLACIER_MAX_TEMP ? type : null;
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const isolines = getIsolines(grid, getType, { polygons: true });
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if (isolines[type]?.polygons) {
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isolines[type].polygons.forEach(points => {
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const clipped = clipPoly(points);
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pack.ice.push({
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i: getNextId(),
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points: clipped,
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type: "glacier"
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});
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});
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}
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}
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// Generate icebergs on cold water
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for (const cellId of grid.cells.i) {
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const t = temp[cellId];
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if (h[cellId] >= 20) continue; // no icebergs on land
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if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
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if (features[cells.f[cellId]].type === "lake") continue; // no icebergs on lakes
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if (P(0.8)) continue; // skip most of eligible cells
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const randomFactor = 0.8 + rand() * 0.4; // random size factor
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let baseSize = (1 - normalize(t, minMaxTemp, 1)) * 0.8; // size: 0 = zero, 1 = full
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if (cells.t[cellId] === -1) baseSize /= 1.3; // coastline: smaller icebergs
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const size = minmax(rn(baseSize * randomFactor, 2), 0.1, 1);
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId).map(([x, y]) => [
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rn(lerp(cx, x, size), 2),
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rn(lerp(cy, y, size), 2)
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]);
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pack.ice.push({
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i: getNextId(),
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points,
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type: "iceberg",
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cellId,
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size
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});
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}
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}
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function addIceberg(cellId, size) {
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId).map(([x, y]) => [
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rn(lerp(cx, x, size), 2),
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rn(lerp(cy, y, size), 2)
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]);
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const id = getNextId();
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pack.ice.push({
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i: id,
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points,
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type: "iceberg",
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cellId,
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size
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});
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redrawIceberg(id);
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}
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function removeIce(id) {
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const index = pack.ice.findIndex(element => element.i === id);
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if (index !== -1) {
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const type = pack.ice.find(element => element.i === id).type;
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pack.ice.splice(index, 1);
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if (type === "glacier") {
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redrawGlacier(id);
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} else {
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redrawIceberg(id);
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}
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}
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}
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function updateIceberg(id, points, size) {
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const iceberg = pack.ice.find(element => element.i === id);
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if (iceberg) {
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iceberg.points = points;
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iceberg.size = size;
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}
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}
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function randomizeIcebergShape(id) {
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const iceberg = pack.ice.find(element => element.i === id);
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if (!iceberg) return;
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const cellId = iceberg.cellId;
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const size = iceberg.size;
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const [cx, cy] = grid.points[cellId];
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// Get a different random cell for the polygon template
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const i = ra(grid.cells.i);
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const cn = grid.points[i];
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const poly = getGridPolygon(i).map(p => [p[0] - cn[0], p[1] - cn[1]]);
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const points = poly.map(p => [
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rn(cx + p[0] * size, 2),
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rn(cy + p[1] * size, 2)
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]);
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iceberg.points = points;
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}
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function changeIcebergSize(id, newSize) {
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const iceberg = pack.ice.find(element => element.i === id);
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if (!iceberg) return;
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const cellId = iceberg.cellId;
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const [cx, cy] = grid.points[cellId];
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const oldSize = iceberg.size;
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const flat = iceberg.points.flat();
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const pairs = [];
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while (flat.length) pairs.push(flat.splice(0, 2));
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const poly = pairs.map(p => [(p[0] - cx) / oldSize, (p[1] - cy) / oldSize]);
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const points = poly.map(p => [
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rn(cx + p[0] * newSize, 2),
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rn(cy + p[1] * newSize, 2)
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]);
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iceberg.points = points;
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iceberg.size = newSize;
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}
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// Clear all ice
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function clear() {
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pack.ice = [];
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}
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return {
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generate,
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addIceberg,
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removeIce,
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updateIceberg,
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randomizeIcebergShape,
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changeIcebergSize,
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clear
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};
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})();
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